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Leaked Patch 1.01 for Kane's Wrath.
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jul 09, 2008 2:10 am    Post subject:  Leaked Patch 1.01 for Kane's Wrath.
Subject description: When internal EA failures become a global disaster.
Reply with quote  Mark this post and the followings unread

Hello everyone! I've been studying physics like a freak in the recent days and, hopefully, I'll get my freedom tomorrow. However, once in a while, I still check the web to see what is going on at the C&C Community.

Looking at EA forums, I've figured out that the Kane's Wrath 1.01 patch was accidentally leaked and it is being already mirrored by multiples gaming sites, including GameSpot and XFire.

The patch was uploaded on the largedownloads subdomain from ea.com in order to allow the european testers to test it. They seemed to had problems to get online at EA private network and, then the files were temporarily placed at the public domain. However, they forgot that other staff of the company looks at public areas and the russian, UK, among other international sites of EA published the patch online. That made many fans find the patch and even several gaming sites are considering it official.


Here's the patch change list. Even the final version won't be different than this:


Quote:
==================================================================
Command & Conquer™ 3: Kane's Wrath
Version 1.01 Patch Notes - June, 2008
==================================================================

This patch for Command & Conquer 3 Kane's Wrath fixes several
desyncs and exploits, numerous bugs, and makes balance changes
across all nine factions. We have also improved Automatch and added
a Russian lobby.


<Desync>


· Fixed a desync that occurs when a Nod ally attempts to create a Decoy army of a Mechapede.

· Fixed a desync that occurs when playing against a brutal AI with 2 players on level Unfair Advantage.

· Fixed a desync that occurs when playing with 2 players against a Brutal Black Hand AI on
the map Unfair Advantage.

· Fixed a desync when 2 players use Black Hand vs GDI on the map Tournament Arena.

· Fixed a desync that occurs when engaging Firehawks with Seekers

· Fixed a desync when Venoms attack a Plasma Missile Battery that is detecting an invisible unit




<Bug>


· The Message of the Day will now show up online for Kane's Wrath.

· In-game rank/stats now show up alongside player name while in the game lobby.

· Improved Automatch performance

· Reaper 17 – You can no longer sell a stasis chamber to receive a group of Ravagers for only 600 credits.

· You can no longer use group selecting to allow a Mantis, AA-loadout Firehawk, flying Shadow Team,
or Slingshot to force-fire on other ground units.

· Titans crushable level increased. Titans can no longer crush other Titans.

· Fixed the minimap while match is loading

· Can no longer build more than one VOICE of Kane

· Can no longer build multiple epic unit factories


<Balance>

The following balance changes are intended to make resource-gathering decisions more strategic,
while also further tuning the combat forces to ensure even balance across all three factions in any combination.


/General Balance Changes/


· Refinery cost increased to 3000 credits, build time increased to 30 seconds, power requirement increased to 15 units

· Harvester cost increased to 2000 credits, build time increased to 20 seconds

· Tiberium Spike capture bonus decreased by 33%, income per second decreased by 60%

· Harvester health increased 25% for most factions, Steel Talon/Black Hand harvester health increased by 16%

· Build radius: most unit production structures no longer provide a build radius,
all conyards have had their build radii increased by 25%

· Advanced infantry structures now provide a basic infantry unit when sold or destroyed

· Grasslands Landgrab: blue tiberium now starts at 0



/GDI Balance Changes/


---Structures---

· Silo cost reduced by 80%

· Power Plant upgrade now provides double the bonus power

· Power Plant cost and build time reduced by 12.5% to 700/7


---Units---

· Commando armor versus gun, rocket, and grenade doubled

· Grenadier range increased 8%, grenade speed increased 50%,
scatter increased 33%, blast radius increased 50%

· Rig: packed HP increased 33%, unpack/pack time decreased 40%,
repair drone range increased 33%

· Pitbull damage increased 25% against ground units, HP reduced 10%
against air scale reduction 200% to 150%.


· Hammerhead speed reduced 17%

· Mammoth speed increased 12.5%

· Shatterer range increased 30%, sonic wave horizontal damage radius tripled,
pre-attack delay removed, clip reload time increased, cost increased to 1500/15

· Zone Shatterer range increased 30%, sonic wave and overload beam sonic wave
horizontal damage radius tripled, removed pre-attack delay, increased clip reload time, cost increased to 1600/16

· ZOCOM Orca burst damage capability dps increased significantly, clip size reduced 50%,
cost and build time increased to 1500/15

· Titan crusher/crushable level increased to that of a heavy tier 3 walker,
damage increased 12.5%, railgun-upgraded damage increased 9.2%

· Behemoth range increased 20%, HP increased 10%

· Combat Engineer damage increased by 17%

· APCs now lay mines as quickly as the Mobile Repair Transport (instantaneously)

· Firehawks will no longer force-fire at the ground when loaded with anti-air missiles
and group-selected with ground units

· Slingshots will no longer force-fire on the ground when group-selected with ground units

· Surveyor -- damage taken by gun-type decreased by 25%, speed increased by 20%.


---Upgrades/Abilities/Powers---

· Call for Transport ability cost reduced by 60%

· Hardpoints upgrade no longer decreases Firehawk anti-air missile speed

· Autoinjectors health bonus increased an additional 20%

· Ceramic Armor bonus versus gun- and cannon-type damage
decreased by 50% for the ZOCOM Orca

· ZOCOM Bloodhounds power cost increased by 50%, now provides veteran APCs

· ZOCOM Airborne power cost increased by 50%

· Steel Talon Bloodhounds power cost increased by 40%

· Composite armor build time tripled

· Tiberium Field Suits build time and cost doubled, armor bonus vs cannon halved

· MARVesting now returns 33% of the harvested Tiberium value



/Nod Balance Changes/



---Structures---

· Silo cost reduced by 80%

· Voice of Kane now provides the appropriate increase in combat effectiveness to nearby infantry

· Shredder Turret Hub for Marked of Kane subfaction can now fire when upgraded with quad turrets


---Units---

· Commando armor versus gun, rocket, and grenade doubled

· Beam Cannon range increased 20%

· Avatar beam weapon damage increased by 6.25%

· Purifier beam weapon damage increased by 6.25%

· Flame Tank damage taken from cannon-type decreased 25%

· Fanatic damage increased 54%, blast radius increased 25%

· Redeemer laser damage increased 6%, range increased 7%

· Mantis range increased 10%

· Confessor Cabal cost/build time increased 33%, un-upgraded damage increased 50%

· Tiberium Trooper rangefinder has been fixed, increases unit range by 20%

· Awakened speed increased 11%, health reduced 25%

· Emissary -- damage taken by gun-type decreased by 25%, speed increased by 20%.

· Flying shadow team will no longer force-fire at the ground when group-selected with ground units

---Upgrades/Abilities/Powers---

· Reflector Beam ability no longer diminishes attack power, reflection range doubled

· EMP Cannon of the Awakened/Enlightened tuned for significantly faster responsiveness,
squads will no longer perform a funky backwards walk-dance when attempting to get into EMP range

· Call for Transport ability cost reduced by 60%

· Charged Particle Beam cost reduced 66%, upgrade time halved

· Dozer Blades cost and research time doubled

· Black Disciples cost increased 33%, research time doubled

· Purifying Flame cost increased 33%, research time doubled, damage bonus to Flame Tank increased 116%,
damage bonus to Purifier decreased 75%

· Commandeer Beam Cannon damage bonus increased by 50%

· Commandeer Stealth Tank: stealth-upgraded Avatar will no longer lose stealth when moving

· Rage Generator hallucination time reduced 60%, cooldown halved

· Supercharged Particle Beam damage bonus to Shredder Turrets decreased 70%

· Charged Particle Beam damage bonus to Shredder Turrets decreased 60%

· Laser Capacitor upgrade damage bonus to raider buggy increased 33%,
damage bonus to laser turret increased 50%

· Disruption pods now subtract the appropriate 500 credits on use

· Tiberium Vein Detonation damage decreased 20%

· Tiberium Core Missiles no longer reduce the range of the Attack Bike

· Shadow Strike Team power cost increased by 25%

· Shadow Team Explosive Charge damage reduced 10%

· Catalyst Missile radius decreased by 50%

· Mantises will no longer force-fire at the ground when group-selected with ground units



/Scrin Balance Changes/


---Units---

· Devastator Warship range increased 14%, damage type changed from cannon to grenade

· Storm Rider health, cost, and build time normalized to base Scrin across all subfactions

· Cultist health reduced 20%, speed increased 12.5%, mind control cooldown increased 33%

· Seeker damage taken from cannon type damage increased 10%, damage taken from gun-type damage doubled

· Disintegrator range increased 36%, back-end members of the squad should no
longer have trouble firing

· Devourer Tank uncharged damage increased 23%, charged damage increased 6%

· Mechapede disintegrator segment damage and range halved,
corrupter segment range decreased 25%, range of disc segment increased 8%,
Shard segment rate of fire improved significantly

· Corrupter range increased by 50%, speed increased by 17%

· Ravager damage from gun-type reduced by 33%

· Explorer -- damage taken by gun-type decreased by 25%, speed increased by 20%.


---Upgrades/Abilities/Powers---

· Lightning spike power cost increased by 50%

· Plasma Disc Launcher upgrade cost and build time doubled

· Blink Packs upgrade cost and build time halved

· Attenuated Forcefields research cost normalized to base Scrin across all subfactions

· Advanced Articulators cost/build time quadrupled

· Lifeform Recycling range increased 50%

· Blue Shards upgrade no longer reduces the clip size and firing rate of the Shardwalker

· Overlord’s Wrath damage reduced by 55%

· Conversion reserves now provide the stated bonus of 2x charged shot capacity

· Forcefields now take the intended 1% damage from sniper fire



/Neutral Balance Changes/


---Units---

· Mutant Marauder damage and speed increased 50%



<Other>

· Added a Russian Lobby







The final patch should really be this one, unless the ECG team tracks another problem with this build.


According to the fans who played it, the economy nerf makes the game quite slower. People has also found few desynchs with Marked of Kane and a bug with the MARV epic unit. I haven't played it here, so I cannot confirm any of these on my own.

The real thing is that we recommend you to not download any leaked patch, which is why I am not posting any links. While the readme says June 2008, this build seems to be the one submited to ECG today, so it should be a July build, with the documentation written in June.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Wed Jul 09, 2008 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

how ironic

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Wed Jul 09, 2008 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not the final change list. There are 2 fewer de-synch fixes than previously listed by Apoc. I'm also now seeing people getting it automatically from X-Fire, with a July 2nd build date. Coincidentally, this is the same date that ECG discovered that a bug that had supposedly been corrected before was in fact, not corrected, leading me to believe that X-Fire is updating the game with the same bugged build that had to be re-submitted to ECG and CQC. Let's just wait for the final patch version. Simple as that.

Edit; update mere minutes ago from Apoc:

EA Apoc wrote:
Hey everyone,

We are in the process of uploading our patch to the official servers but must comply with certain deploy windows for it to be officially put live. One of our lead engineers will be coming in the early morning tomorrow (Wednesday) along with myself to push the final button to go live, so the patch should be live in the early morning. We were officially approved late this afternoon. It takes 5-6 hours to upload all files to our servers around the world and there are certain deploy windows all day that unless your files are uploaded by that time, you must wait until the next time "window" for them to push. This is really only the case when pushing a patch in particular. So, we're working with the clock, yay for challenges!

If you downloaded the KW patch at some point today from the Large Downloads server, this is the correct executable, BUT because we have not put the official files live on our servers, you should not be able to connect online until we do so. This is why I reccommended you wait until we say the official word. That said, my last apologies for the confusion but our ECG team was not meant to keep the files there, and once the location spread, we decided not to take it down.

But those of you that did download it, should be able to get online once we activate the final files tomorrow morning.

And if you have issues, simply de-install the game and re-install and autopatch and that should solve you.

It is 11:15PM, I purposely waited until this time until I had final confirmation so I could give you the most concrete details.

Thank you again for your patience and we look forward to your feedback in the coming days and weeks, and participation in the many great online activities we have planned, including Ladder Season 2 which will start this Friday with a ladder reset.

Once we are officially live, I will let you know on here. I am coming in at 7:30AM tomorrow morning to help with that final push. Woot! Yay for early mornings!

-APOC

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jul 09, 2008 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Good it's finally here. Let's just hope for the 56-kers that this patch ain't as big as the TW patches where... I always needed to find a different way to download those things #Tongue

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jul 09, 2008 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

66MB I believe. Its on the autopatcher now anyways.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Jul 09, 2008 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

After about 200+ games I wouldn't care if the patch was 100%. I would just like to see some changes and get a few things fixed... Why they couldn't just patch it several small times I don't know... Just kind of show how much EALA really cares about the game. :/

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Jul 09, 2008 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol the patch was released today!!!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jul 09, 2008 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Officially? Then I'll get it first thing tomorrow...

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